Overcrowd: A Commute 'Em Up

Overcrowd: A Commute 'Em Up

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pixelmonk Jul 3, 2019 @ 2:37pm
heat management
how is heat supposed to be managed? my utility room always heats the whole place up and vents/fans don't seem to do much
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Showing 1-15 of 48 comments
Jalannah Jun 7, 2019 @ 2:30pm 
Question on heat (fans and vents)
Okay, so in all of my games I find heat to be the most frustrating thing. I place vents on walls but the heat only disappears from like 2 squares. Not enough space for fans (and they have a tiny range too). Am I missing something? Also the heat overlay randomly changes during the day (is it weather related?) which makes ventilation placement even harder.
Slye_Fox Jun 10, 2019 @ 1:32am 
Not only that, but air-con can only be used in rooms.

I think they should change this mechanic, so that the vent connect to a central area where the other systems control the temp.
Borgscan Jun 10, 2019 @ 5:03am 
It needs work for sure.

Try using a small utility room with an air-conditioner and have your ticket machines and turnstiles around the outside in a U-shape. Also have a bit of a buffer zone between your generator room and any public areas. I use the staff and tool rooms as a buffer from the extreme heat that generators output.
pH_101  [developer] Jul 4, 2019 @ 5:27am 
Some tips:

---

{Arguably you could consider these SPOILERS?}

---


-Generally you need more vents right from the start
-space stuff out and have more concourse
-if you isolate hot rooms the heat may be contained, heat radiates through concourse, but not "the void"
-when you can unlock air con that's the easiest way
-fans don't lower ambient temperature only commuters temperature
-entrances also act as heat sinks (hot air escapes through doors)
-build hot things near water, water is a massive heat sink (pr0 tip)
-space out the most popular things like ticket machines and commuters are hot and the heat spreads into those areas.
-don't build power generators near busy areas like ticket machines
-you can make single celled columns throughout your station by deleting a single cell and lining it with air vents
-of course, you could just close your station and wait for it to cool down on high speed?

try all of these things see how it goes! If heat management is a major issue in later stations, let me know, so I can balance game accordingly!
Last edited by pH_101; Jul 4, 2019 @ 5:59am
pixelmonk Jul 4, 2019 @ 2:42pm 
thx for the tips
yeah basically i just need to put air conditions in every room seems like
morph113 Jul 28, 2019 @ 4:02am 
I had the same issue, on my second campaign level. All went well until without prior warning most guests would drop like flies via a heat stroke and my rating got to 0% super quick without me being able to react.

May I make the suggestion to change the colour of very high temperatures from white to red? It doesn't make much sense that white is the colour of the highest heat level since white is a neutral colour and red is a warning colour. In the heat overlay the colours should go from blue to white (normal temperature) and to red. Currently it goes from blue to red and then white which makes no sense at all. I know there is an indicator that shows what the colours mean, but I think it would still be better this way.
pH_101  [developer] Jul 28, 2019 @ 7:21am 
All went well until without prior warning most guests would drop like flies via a heat stroke

I'll take a look at this. You should, before they drop, see them complain about the heat and see little orange thermometer icons above them.

Currently it goes from blue to red and then white which makes no sense at all.
Weeell - I simply based the colour keys on how some thermal imaging cameras actually work eg: https://phys.org/news/2010-07-infrared-camera-view.html

There is no one standard - eg some only show red to pink to white, but white as hot is pretty common and seems ok in general, so probably not necessary to change this.
Last edited by pH_101; Jul 28, 2019 @ 7:21am
AdamvR Sep 17, 2020 @ 9:49am 
Originally posted by pH_101:
All went well until without prior warning most guests would drop like flies via a heat stroke

I'll take a look at this. You should, before they drop, see them complain about the heat and see little orange thermometer icons above them.

Currently it goes from blue to red and then white which makes no sense at all.
Weeell - I simply based the colour keys on how some thermal imaging cameras actually work eg: https://phys.org/news/2010-07-infrared-camera-view.html

There is no one standard - eg some only show red to pink to white, but white as hot is pretty common and seems ok in general, so probably not necessary to change this.
Hi,

I have just entered the state of having to deal with heat, and would like to "reanimate" this topic...
In general I find heat management to be a great layer of challenge to tackle. Yet, in its current form it is strongly frustrating: Heat is extremely unintuitive,and the "heatmap" does not help at all, nor are there any reasonable ways to reduce it... To make it enjoably playable (like the rest of the game) a few alterations could be considered...
- Yes, please, make red show the hottest. I understand that there are examples of white being the hottest in the real world, yet it is very unintuitive like this. It took me quite a while to even find the scale on the left, as always everything was white... Red = hot, Blue = cold is pretty standard. Look at the tap in your bathroom, or actually, any tap around the world... (and..., tbh I find it fairly arrogant answer from the developer: your gamers are paying for entertainment, not lecturing...)
- Where is the heat coming from? there is no info on that in the game (or very hidden/unintuitive - i have not found it). the heatmap could highlight the heat sources, or could have a toggle to highlight them, also somehow showing how much heat do they generate. This could enable us to even start tackling the problem. If everything is white, you have no idea what is wrong with your design, and what to do with it...
- heat source and dissipation seem very unbalanced. a lady sitting under the airco still complaining of heat? Placing 2 pieces of level 2 aircos next to every L3 generator and still everything white? (even the aircos themselves?) aircos should have stronger effect or heat sources weaker... I do understand that heating is a real problem in the real Tube, and yes, it is super annoying, and yes, it is a good representation in the game. (great catch!) Yet, the solutions offered in the game should at least have some measurable effect...
- Different/additional heat management options: for e.g. a layer for pipes with endpoints that suck hot or blow cold air into ventillation shafts. or actually being able to isolate walls/build insulation. I read above water as a heatsink: there is no water in the game, or I have not encountered it yet. also, heatsink means that it sucks it up first, and gives it back (not deleting it) - so to me at least, it does not seem like a perfect solution. (even if it remains so in the game, there should be some info about it in-game)

Thanks for the game and considering these options!
In general, I like it a lot, but was baffled with the heat management...
Last edited by AdamvR; Sep 17, 2020 @ 9:59am
Deny Sep 17, 2020 @ 10:19am 
I would be interested to see a screenshot of your base. I find heat to be a problem when my base is small and compact, but becomes less of a problem once you spread out a bit more. In my current base, I have no fans, no vents and no airconditioners. People occasionally pass out from the heat, but I do that on purpose because it is a great way to level your medics.

Adding air conditioners, and vents will lower temperature, but it doesn't happen immediately, it will take a while for the area to cool. Fans cool people but not areas.

You can also see from the thermal heatmap how hot people are. So even in white areas, most of my people are blue or green for a while before they start complaining.
AdamvR Sep 18, 2020 @ 1:21am 
Hi, thanks for the reply.

I've reloaded the save, and in the first moment everything was blue (never saw that before). It appears, that the heat status is not saved. Nevertheless, in a few seconds (almost) everything became white again. Below is a screenshot I took then, there are ACs between the shops on the lower area (still almost everything is white), and on the lower right there are 2 ACs and 2 big fans, which barely make a small part green. As you can see, quite a few are KO-d from the heat... (my rep is almost at 0)

https://steamcommunity.com/sharedfiles/filedetails/?id=2231952267


Here's the lady under the AC complaining of the heat (left middle)
https://steamcommunity.com/sharedfiles/filedetails/?id=2231951961
Last edited by AdamvR; Sep 18, 2020 @ 1:28am
Deny Sep 18, 2020 @ 7:14am 
Ya you can see where the a/cs are trying to work, but in my opinion they are overwhelmed by the heat because of the tight layout. (a little unavoidable on a skinny map.)

The things that I know of that generate heat are generators (big time), lights, ticket machines and commuters.

Adding an A/C Lvl 2 to your generator room, and perhaps another one on the other side in the little 3x3 utility room would help a lot.

Other than that, grab another staff member as a medic and let him soak up all that heatstroke xp.

rocketfan Sep 26, 2020 @ 10:31pm 
SPOILER:
---
---
In your Procurement Tree, unlocking A/C Lvl 3 2 will allow that A/C unit to be placed into Infrastructure Rooms only (Staff, Utility, Tool, Control).

*edited to correct Lvl #.
Last edited by rocketfan; Sep 30, 2020 @ 9:04pm
Deny Sep 26, 2020 @ 10:52pm 
A/c Lvl 2 is the unit that goes into the rooms. There is no A/C lvl 3
dbvel Oct 8, 2020 @ 12:31am 
Originally posted by pH_101:
Some tips:

---

{Arguably you could consider these SPOILERS?}

---


-Generally you need more vents right from the start
-space stuff out and have more concourse
-if you isolate hot rooms the heat may be contained, heat radiates through concourse, but not "the void"
-when you can unlock air con that's the easiest way
-fans don't lower ambient temperature only commuters temperature
-entrances also act as heat sinks (hot air escapes through doors)
-build hot things near water, water is a massive heat sink (pr0 tip)
-space out the most popular things like ticket machines and commuters are hot and the heat spreads into those areas.
-don't build power generators near busy areas like ticket machines
-you can make single celled columns throughout your station by deleting a single cell and lining it with air vents
-of course, you could just close your station and wait for it to cool down on high speed?

try all of these things see how it goes! If heat management is a major issue in later stations, let me know, so I can balance game accordingly!

1. Some of these tips (like the fans restriction and entrance physics) could be in the items description. Dealing with and finding out the physics of a game can be fun, but in a casual 2d isometric game it seems more like finding out in which cases some physics were implemented. If these infos are already in the game, nvm what I just said.
2. Most of this tips seem like pro tips needed for a "hard mode" of this game. But it's actually just for heat. Thus if heat alone need such pro tips, heat is probably an unbalanced element. (At least in my case, I could solve every problem but heat)
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